This post originally appeared on OWNI, 7 March, 2011.

“Robert, I am leaving you.” In the initial moments after, all Robert could do was replay those words in his head until all the tears he could muster had spilled from his broken heart. Once the shock settled, he could throw himself into the comfort of a bottle of beer – or harder alcohol depending on the situation – to drown out his sorrows. Yet the inevitable form of cleansing was obvious, as we’ve all been Robert –  he needed to burn (or at least return to the original owner) the knick-knacks, photos, love letters, and the memories that were attached to those objects. He needed to reject the one who no longer wanted him. This is not an easy step to make, but once this purging has been accomplished then the relationship is truly over.

That was before…and like everything else, yes, it was better before. Now, Robert must also mange his failed love-life in the digital world.  It is nothing groundbreaking that our lives are not just physical, but also virtual. So if we raise the question whether our digital accounts will affect the grieving process of friends and family after out death, the same inquiry can be applied to breakups. Social networks have permanently changed the situation, making breakups more painful. A US marketing agency tried to create “break up with your ex day” on the same day as Valentine’s Day: time to turn the page, unfollow, untag, block, and move on! Wise decision, but breaking digital connections are not the same as breaking ties in real life. The digital world constantly reminds the most desperate and nostalgic of their misfortunes.

Facebook: the heroine for breakups

Lucy* had been dumped, and was too quick to take the decision to cut off her torturer from her Facebook profile. “I blocked him to avoid being tempted to contact him on his status updates. I knew I would post something or send him a message. It’s childish, I know!” Skip to the hater category, a well-known classic in the breakup realm. more...

“The future is there,” Cayce hears herself say, “looking back at us. Trying to make sense of the fiction we will have become. And from where they are, the past behind us will look nothing at all like the past we imagine behind us now.”
–William Gibson, Pattern Recognition

“This is a kind of writing which simply makes you feel very strange; the way that living in the late twentieth century makes you feel, if you are a person of a certain sensibility.”
–Bruce Sterling, “Slipstream”, SF Eye #5, July 1989

I first read William Gibson’s Pattern Recognition almost a year ago, after a long hiatus from his work. I’ve long loved his books, but went through the kind of distance that time and life just sometimes put between a reader and an author. Pattern Recognition was the return, and I went into it cold, knowing nothing about it except for the author–an experience that I always find somewhat refreshingly like exploring a dark, richly appointed room with a small flashlight.

And then something rather interesting happened. The book contains a description of the memories that the protagonist retains of the events of September 11, 2001, and as I read, I experienced a curious kind of vertigo–something that I have since come to understand as the mirror-hallway perception of reading a fictionalized account of a real event in my own memory, remembered as past in a near-future context. In that moment, what I experienced as vertigo was the collapsing of a number of categories–past, present, and future, fiction and non-fiction, myself and other.

Vertigo, a really common illness seen in many of us may be a sort of dizziness that makes balance disorder. Vertigo gives one a sense of swaying while the body is stationary with reference to the world or its surroundings. Vertigo is commonest when an individual goes up some height. it’s going to produce to a false sensation of movement. Vertigo often results in nausea and vomiting.

Vertigo is said to the internal ear balance mechanism that relates to the brain or the nerves connecting the ear and therefore the brain. The disease creates a loss in equilibrium and wooziness. However, vertigo and dizziness aren’t synonymous. While dizziness is one symptom of Vertigo, not all dizziness are often termed as Vertigo. Vertigo is commonest in elderly people, but can affect both sexes at any age.

Vertigo is a treatable disease and handled through medicines, but only if treated from well qualified doctors like vertigo la. As vertigo is more a symbol of other diseases, it are often treated by treating the particular disease that causes this. If Vertigo has been caused by a tympanic cavity infection, then it requires antibiotic treatment. Home remedy is additionally an option for vertigo.

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Since 2007, the US federal minimum wage has been set at $7.15 an hour, yet workers on Amazon’s Mechanical Turk—many of whom live in the US—make an average of $2 (according to the estimates of Mechanical Turk researcher Alex Quinn).  As illustrated in the above image, Amazon, itself, encourages businesses (at least implicitly) to pay workers (or “turkers” as they are called) less-than-minimum wages.  Moreover, to even qualify for these low-paying tasks called HITs (Human Intelligence Tasks), turkers are often expected to complete unpaid training sessions that can last for up to an hour.  Also, because turkers receive micro-payments for each task and because the time to completion for each task is rationalized to the second, turkers receive no pay during normal periods of rest during the workday.

Mechanical Turk is a crowdsourcing platform that allow anyone to recruit laborers for short online tasks, which cannot be effectively completed by computers.  For examples, turkers might compile contact information for various businesses, sort through images and tag offensive ones, or participate in university research experiments.  Because of the piecemeal and spatially-disembedded nature of the work, it is virtually unregulated.

Can we simply dismiss this subversion of labor laws—as some commentators have—on the grounds that “$2 an hour is a decent wage in India?”  Even if we are angered by this exploitation of turkers, is it even possible to regulate an international platform of this sort?

Just came across the personal blog of Nick Pearce, a scholar at Durham University’s Foundation Centre, who is doing some very interesting research on higher education, technology, and zombies. I discovered his website while researching existing work on zombies and higher education, and I discovered that he is one of the scholars putting together the much-awaited anthology “Zombies in the Academy: Living Death in Higher Education” (to be published in 2012).

I was particularly drawn to an old post on “Zombies, Technology, and Capitalism,” because of Pearce’s use of the zombie metaphor in depicting some of the recent trends in higher education. He states rather eloquently:

The very general thrust is that VLEs (such as Black(magic)board, and VOODLE) replace face-to-face ‘human’ learning with undead digital teaching. These VLEs have rapidly spread across the sector (virally?) without being explicitly demanded by either teachers or students. The embedded pedagogy of these VLEs is restrictive and they offer a level of social control and conformity not possible with more traditional teaching practices.

In Pearce’s words, the Virtual Learning Environments (VLEs) of today’s academy sap the human element out of the classroom (or computer screen in this case). more...

Google Maps has a new tool to help the consumers of its popular maps also be producers. Users-generated improvements will be a benifit to many, but probably most to Google itself. While the Google video below paints all of this in light of personal or civic empowerment (“leave your mark”), we should also understand that this move towards us becoming “prosumers” of these maps is also about the company taking advantage of our free labor in hopes of earning greater profits. Does that bother anyone?

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“We’re not computers, […] we’re physical,” explains the Blade Runner‘s chief antagonist, a replicant named Roy Batty.  In this moment of dialogue, Blade Runner engages a frequent themes of the Cyborgology blog—the implosion of atoms and bits, which we term “augemented reality.”  In this statement, Roy unpacks the assumption that digitality and physicality are mutually exclusive, while, simultaneously, transcending the boundary between the two.  Put simply, Roy is contending that computers cease to be mere computers when they become embodied.  In contrast to the familiar theme of cyborganic trans-humanism, Roy is articulating (and embodying) the obverse theory: trans-digitalism.

This Copernican turn—de-centering humans’ role in understanding of the universe—is, undoubtedly, one of the great contributions  of the cyberpunk genre (and science fiction, more broadly).  Quite provocatively, it points to the possibility of a sociology, or even anthropology, where humans are no longer the direct object of inquiry.  The question, here, shifts, from how we are shaped by and interact with our tools, to how technology itself becomes an actors (or even agents!) in a particular social milieu. more...

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Greetings cyborgs,

I came across this interesting video last week on BME Modblog. If you are unaware, the Nintendo 3DS now offers augmented reality video games. One gamer was so excited by this new technology, he got the AR card tattooed on his forearm to allow himself to become part of the game experience itself.

This exemplifies what Nathan and others have discussed on this blog many times. That is, the merging of the digital and the material and the creation of an augmented reality. So is the man in this video truly a “cyborg?” I believe so. In fact, we all are to a certain extent. Heck, you are reading this blog right now, engaging in a dialogue with me from far away through the help of internet technology. In this sense, the Nintendo DS AR card tattoo serves as an exemplary case of modification and the new cyborg body that I have spoken about before in this blog. more...

Lately I have been trying to list all of the spaces, places, moments in time, story telling techniques, life courses, and jobs that are not popularly considered “the real world.” Here is the not-so-comprehensive list I came up wtih:

  1. The Internet
  2. Video Games
  3. Books
  4. Graphic novels
  5. Reality television
  6. Movies
  7. School
  8. College
  9. “Theory”
  10. Fiction

A note about number 3 (and 4). I say “books” as a whole, to capture two sentiments. The first, is an aversion to the nerdy bookworm that is exemplified in The Twilight Zone’s “Time Enough At Last” (SPOILER). The second is a sort of anti-intellectualism more...

In his Beyond the Beyond blog (hosted by WIRED magazine),  cyberpunk author Bruce Sterling recently made some comments on my post, “Cyborgs and the Augmented Reality they Inhabit.”

Here’s how he describes the piece:
[…] an argument about the definition of Augmented Reality and the definition of Cyborgs, until you can get ‘em to click together like puzzle pieces. But so much debris is left on the floor when they’re done with the theory tin-shears, that the debris looks more interesting than the remainder.
Though it may appear quite critical, I actually agree with Sterling on this point—authors on this blog have rendered augmented reality (and the cyborgs that inhabit it) quite banal.  Or, rather, the techno-saturated world that has emerged in the 21st Century appears to us far more mundane than the exotic dystopian imagery that enveloped the famous cyberpunk novels of yesteryear.  The fantasy of ocular implants and digital immersion have given way to the seemingly unremarkable reality of smartphones and Facebook. Through the “theory tin-shears” futurist art of the past becomes the sociology of the present.  But, the study of present realities will never be as exciting as the imagining of future possibilities. more...

Orcs, Trolls, Elves and more. With such fantastical races and landscapes, online gaming is an area where people can seemingly escape reality and all the expectations of society. For newcomers to the world of online gaming, it seems like anything can happen. You can be whomever you want to be, your race, gender, sexuality or physical limitations no longer matter. Games without avatars provide an even deeper layer of anonymity for players; for all you know, you could be playing against a faceless being behind a computer.

However as most people will quickly realize, the online gaming world is very similar to the “real life” world and strong assumptions and stereotypes regarding players still exist. Players can largely avoid racial stereotypes as it’s hard to tell the race of the person behind the screen, however, gender stereotypes are harder to escape.

After a short period of time, more...